have a blast! game materials object of the game set up

A sizzling card
game by
Bruce Whitehill
HAVE A BLAST!
Benny Burns likes it really loud. Only if you have a big blast at the annual pyromaniac competition can you get a look
at Benny‘s legendary collection of safes. Only those who set off the bombs with the longest fuses stand a chance of
winning. So it‘s not a surprise that all the crooks gathered for LUNTE try to control the big bang to their own end. And
to prevent the competition from doing better, players sometimes drench the burning fuses with water.
Get ready for a blast—the fuse is lit!
GAME MATERIALS
110 game cards
back side
31 X
OBJECT OF THE GAME
32 X
20 X
= 94 fuse cards
11 X
15 X
water cards
1X
cutting card
Secure the highest-value fuse cards by setting off two bombs at the right moment. And use water cards to water
down the other players‘ chances of creating a big bang. As soon as the cutting card cuts all the fuses and ends the
game, the player who has accumulated the most valuable set of fuse cards wins.
SET UP
Shuffle the fuse cards and deal out four of them to each player. Take these cards into your hand, along
with one water card. Shuffle the remaining fuse and water cards together.
Use (approximately) 25 of these cards to form a small face-down card stack.
(Don‘t count these cards, but follow BENNY‘S TIP.)
BENNY‘S TIP: Set the cutting card vertically so that the bomb is at the top. There is a
marking line near the bottom. Pile cards up in front of the cutting card until they reach
that line. Now you‘ve got a card stack that consists of approximately 25 cards.
Now shuffle the cutting card into this small card stack. After that, put all remaining cards on top, thus forming the
face-down draw pile.
COURSE OF THE GAME
The last person to have lit a match begins. Play proceeds in clockwise order.
On your turn, you either
play one card from your hand
or
set off a bomb.
PLAYING A CARD
Choose whether to play a fuse card (A) or a water card (B) (provided you have both types in
your hand).
(A) Playing a fuse card
Put one fuse card from your hand in the middle of the table. That‘s where the one or two
rows of fuse cards are that previous players have laid out. These card rows are called
burning lines.
• If there is no card in the middle of the table, the card you play ignites the first
burning line.
• If there is already one burning line, you may either add your fuse card to this line
or start a second burning line (next to the other).
• If there are two burning lines, you choose which one of them you want to add
your card to.
Cover the card value of the previous card with the card you play on this burning line!
Only the line of the burned fuse (and the rest of the fuse still burning) always remain
visible.
(B) Playing a water card
Play a water card on a burning line and immediately remove all fuse cards of this line
from the game, leaving any water card(s) in place. Then place your water card on the
other water cards there, if there are any, or use it to begin a new burning line.
A water card can also
• be used to start a new burning line.
(However, there may never be more than two rows of cards.)
• be put directly on one (or more) already-laid-out water card(s).
SETTING OFF A BOMB
Only twice during the game may you set off a bomb.
(If you have already set off two bombs, you still have
to play one card on each of your later turns.)
BENNY‘S TIP: LUNTE is supposed to be a fast-paced
game. By carrying out your turns quickly, you make
it harder for your opponents to keep track and make
good decisions.
In order to set off a bomb, you take a card from your hand and slam it face down (with the explosion side facing up)
onto one of the laid-out burning lines. Then collect all the cards of this line and put them as a pile face up in front
of you. Place the (hand) card you have used to set off the bomb on top of this bomb pile, face down.
Keep your two bomb piles in front of you during the game, clearly separated from one another.
After you have either played a card or set off a bomb, take cards from the draw pile to refill your card hand
to 5 cards.
Scoring exemple:
ENDING AND WINNING THE GAME
The game ends immediately as soon as
the cutting card is taken from the draw pile
or
all players have set off two bombs.
Add up the values of all the face-up cards of
your bomb piles. The face-down card on top of
each pile (the one that set off the bomb) is not
included in the count!
Subtract the values of your hand cards from
this total. (The result can also be negative)
If you are the player with the highest total, you have created the loudest bang. Benny Burns is delighted and declares
you the safe-breaker of the day and winner of the game.
Author: Bruce Whitehill
Illustration: Victor Boden
English translation: Sybille Whitehill, „Word for Wort“
Art.Nr.: 60 110 5096
= 85
1. bomb pile
+
= 60
2. bomb pile
—
= 55
hand cards
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90765 Fürth
www.zoch-verlag.com
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= 90